Method and system for incorporating physiological self-regulation challenge into geospatial scenario games and/or simulations

ABSTRACT

A method of providing physiological self-regulation challenges prior to participating in a series of activities or exercises at a series of predefined locations includes determining a physiological goal associated with each location. A sensing device measures a physiological state of a user, and a mobile communication device communicates to a user whether or not the user has achieved the physiological goal for the challenge. The level of difficulty of the physiological goal may be reduced if the user does not meet the goal. The physiological goal may comprise a brain state that is conducive to learning, and the sensing device may be configured to measure brain state values representing cognitive engagement. Upon achievement of each physiological goal, the participant is provided with a reward such as information concerning the current predefined location and/or information concerning the next predefined location.

CROSS-REFERENCE TO RELATED PATENT APPLICATION

This patent application claims the benefit of and priority to U.S.Provisional Application No. 62/410,081, filed on Oct. 19, 2016, entitled“METHOD AND SYSTEM FOR INCORPORATING PHYSIOLOGICAL SELF-REGULATIONCHALLENGE INTO PARCORSE/ORIENTEERING TYPE GAMES AND SIMULATIONS,” thecontents of which are hereby incorporated by reference in theirentirety.

STATEMENT REGARDING FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT

The disclosure described herein was made in the performance of workunder a NASA contract and by employees of the United States Governmentand is subject to the provisions of Public Law 96-517 (35 U.S.C. § 202)and may be manufactured and used by or for the Government forgovernmental purposes without the payment of any royalties thereon ortherefore. In accordance with 35 U.S.C. § 202, the contractor electednot to retain title.

OVERVIEW

Various devices for monitoring physiological signals have beendeveloped. Current mobile/wearable personal technology enables themonitoring of a user's physiological signals (e.g., heartrate) andgeographical location. Wearable technology may also be configured tocommunicate physiological information between users within a network.

Physiologically modulated videogames have been developed. Such gamesprovide increased entertainment value by adding the challenge ofrequiring a player to master physiological self-regulation skill inaddition to the hand-eye coordination required for conventionalvideogame play. Thus, controlling the physiological state and/orlearning to self-induce physiologic changes is an additional skillrequirement or challenge that may be added to videogames.

In addition to enhancing entertainment value by making games moreexciting, physiologically modulated videogames also have advantages forencouraging health-enhancing physiological self-regulation skills or fortherapeutic amplification of healthful physiological characteristics.Biofeedback, an effective treatment for various physiological problems,can be used to optimize physiological functioning in many ways. Thebenefits of biofeedback are typically only attained through a number oftraining sessions. Regular practice is typically required to maintainany gains achieved. Failure to adhere to regular training, especially athome, has been a problem known in biofeedback treatment regimes.

Various ways to provide bio-feedback in connection with videogames havebeen developed. Examples include U.S. Pat. Nos. 5,377,100, 6,450,820,8,062,129, 8,827,717, and 8,858,325, which are hereby incorporated byreference in their entirety.

SUMMARY

One aspect of the present disclosure is a method of providingphysiological self-regulation challenges to one or moreusers/participants during a series of predefined activities. The usercompletes a series of predefined tasks or activities. Thetasks/activities may be performed at a series of spaced apart predefinedlocations. The predefined locations may be initially unknown to theuser/participant, and the user/participant may be required to obtaininformation at each location that can be used to locate/find/identifythe next location in the series. Alternatively, the locations may beprovided to the user/participant at the start of the process.

The method includes determining, at (for) each location, a respectivephysiological goal, i.e., a requirement of a physiologicalself-regulation challenge. Different embodiments may determine thephysiological goals using various techniques. In some implementations, aphysiological goal for a location and/or activity at a location may bedetermined by retrieving the information from a database stored in alocal or remote data storage. Additionally or alternatively, thedetermination of physiological goals may be based on user information orprevious user performance (e.g., a user experience level or difficultysetting). For example, the database may list one or more physiologicalgoals for different locations, task/activities, difficulties,performance levels, etc.

The physiological goal is typically related to the task/activity at eachlocation. A sensing device measures a physiological state of a user andprovides feedback to the user concerning the user's physiological state.For each challenge at each predefined location, a mobile communicationdevice may communicate to a user whether or not the user has achievedthe physiological goal for the challenge. For example, the level ofdifficulty of the physiological goal may be reduced if a user does notachieve an initial physiological goal for a challenge. The level ofdifficulty of the physiological goal may be reduced if the user hasattempted to achieve the physiological goal for a challenge at least athreshold number of times. The method may include prompting a user torepeat a challenge if the user does not achieve the physiological goalfor a challenge.

If the user achieves the physiological goal, the user is provided with areward (e.g. information concerning the task/activity or otherinformation such as information concerning the identity/location of thenext predefined location.)

Different embodiments may present various different rewards to users inresponse to achieving the physiological goal(s). In some embodiments,one or more rewards may comprise information concerning theactivity/task at the predefined location at which the user is located.For instance, if the predefined locations comprise exhibits/displays ata museum, the activities/tasks may comprise learning about the subjectmatter of each exhibit/display. In this example, a smartphone or othersuitable device may be utilized to provide the user/participant withinformation concerning each exhibit/display, but only after the userachieves the physiological goal associated with each predefinedlocation. Additionally or alternatively, if the predefined locations andactivities comprise a series of exercise devices/stations, the rewardmay comprise activation of an exercise device and/or informationconcerning an exercise activity/task that must be completed beforemoving to the next predefined location (exercise device). Feedbackconcerning the user's physiological state may be provided before,during, or after the user participates in the activity/task at eachpredefined location. In some instances, the physiological goal may needto be achieved before the user initiates an activity/task. In some otherinstances, the physiological goal may need to be achieved while the useris doing the activity/task at each predefined location or may need to beachieved both before and during the activity/task. The physiologicalgoal may comprise a brain state that is conducive to learning, and thesensing device may be configured to measure brain state valuesrepresenting cognitive engagement. The activity may include a singleuser/participant, or it may include a plurality of groups ofusers/participants.

These and other features, advantages, and objects of the presentdisclosure will be further understood and appreciated by those skilledin the art by reference to the following specification, claims, andappended drawings.

BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWINGS

FIG. 1 is a partially schematic perspective view illustrating one aspectof the present disclosure;

FIG. 2 is a partially schematic perspective view illustrating anotheraspect of the present disclosure;

FIG. 3 is a partially schematic perspective view illustrating yetanother aspect of the present disclosure;

FIG. 4 is a partially schematic perspective view illustrating a furtheraspect of the present disclosure;

FIG. 5 is a partially schematic perspective view illustratingcommunication between an electronic device and one or more biofeedbackdevices;

FIG. 6 is a partially schematic view of an electronic device having adisplay careen with an image that provides feedback to a participantregarding a physiological state of the user;

FIG. 7 is a flowchart illustrating a method of incorporating aphysiological self-regulation challenge into a series ofactivities/tasks/exercises;

FIG. 8 is a schematic showing a series instructions displayed on anelectronic device, wherein the instructions relate to use of a headbandto provide feedback to a user concerning a physiological state of theuser; and

FIG. 9 is a schematic showing a series of messages from an on-screencharacter that are displayed on an electronic device.

DETAILED DESCRIPTION OF THE DISCLOSURE

For purposes of description herein, the terms “upper,” “lower,” “right,”“left,” “rear,” “front,” “vertical,” “horizontal,” and derivativesthereof shall relate to the disclosure as oriented in FIG. 1. However,it is to be understood that the disclosure may assume variousalternative orientations and step sequences, except where expresslyspecified to the contrary. It is also to be understood that the specificdevices and processes illustrated in the attached drawings, anddescribed in the following specification, are simply exemplaryembodiments of the inventive concepts defined in the appended claims.Hence, specific dimensions and other physical characteristics relatingto the embodiments disclosed herein are not to be considered aslimiting, unless the claims expressly state otherwise.

The present disclosure generally relates to integration of physiologicalmeasurement/self-regulation into various user activities, including butnot limited to, orienteering, use of fitness trails and parcourses,rogaining, escape rooms, and/or tours. Users/participants perform aseries of activities/tasks at a series of stations/locations.Self-regulation goals/challenges are provided for each station/location,and a portable communication device such as a smartphone may be used toprovide users/participants with specific information if theuser/participant achieves a predefined physiological self-regulationgoal associated with each station/location.

Fitness trails such as running trails, bike trails, etc. caninclude/outdoor exercise equipment interspersed along the trail orcourse. Fitness trails that include outdoor exercise equipment may becommonly referred to as a “parcourse.” Parcourses typically include apath or course equipped with obstacles or stations distributed along itslength for exercising the human body to promote good health.

Orienteering is a type of activity that requires users to navigate frompoint to point in diverse and typically unfamiliar terrain using a mapand compass. Participants may be incentivized to minimize the timerequired to complete one or more tasks.

Rogaining is somewhat similar to orienteering, but typically involves ateam rather than an individual.

One or more embodiments integrate physiological self-regulation intoparcourse/orienteering-type games and simulations to increase the user'smotivation to engage in regular self-regulation practice to learnhealth-enhancing physiological self-regulation skills. Integratingphysiological self-regulation into parcourse/orienteering-type games andsimulations also increases engagement with the task of learning varioustopics and/or subject matter. One or more embodiments provide a new typeof real-world game or simulation that combines elements of orienteering,parcourse training, rogaining, adventure fantasy, live action roleplaying, augmented-reality, massively multiplayer online location-basedgames, geocaching, treasure-hunting, and way-marking with aphysiological self-regulation skill challenge.

The present disclosure describes methods and systems for deliveringlearning experiences through video games or simulations. Participantsare presented with game and/or simulation challenges that build successwithin the games or simulations. The success built within the games orsimulations is based upon physiological self-regulation training, whichin turn may be built upon hardware and software construction tasks.

One or more embodiments may be utilized to educate the user on varioustopics and/or subject matter by blending, for example,parcourse/orienteering-type games and simulations with physiologicalself-regulation challenges. The physiological self-regulation challengesare designed to promote cognitive states that are conducive to learning.

One or more embodiments may be utilized to ameliorate the problem oftrainee attrition from physiological self-regulation training regimensby incorporating physiological self-regulation into geospatial scenariogames and simulations, to thereby increase the motivation to learnhealth-enhancing physiological self-regulation skills. Physiologicallymodulated games and simulation scenarios add to the entertainment valueof these activities by adding the challenge of requiring a player tomaster physiological self-regulation skills in addition to typical gamemastery skills. Thus, controlling the physiological state, or learningto self-induce physiologic changes, is an additional skill requirementor challenge requiring a participant to self-regulate their ownphysiological signals in order to achieve a game or simulation goal.

In some embodiments, physiological self-regulation exercise challengesmay take the place of or be combined with physical exercise tasks in aparcourse training scenario that may also involve orienteering in bothphysical and fantasy-adventure space. One or more embodiments mayincrease the entertainment value of orienteering-type games andsimulations by adding the challenge of requiring a player to masterphysiological self-regulation skill in addition to orienteering skills.Controlling one's physiological state or learning to self-inducephysiologic changes is an additional skill requirement or challengeadded to the parcourse/orienteering-type games and simulations. Therequirement for physiological self-regulation encourages the learning ofhealth-enhancing physiological self-regulation skills and adds a uniquechallenge that enhances the participant's immersion in the game orsimulation experience.

Turning now to the figures, FIG. 1 shows an example exercise course 20that may be utilized in one or more embodiments of the presentdisclosure. The exercise course 20 may be part of a parcourse or thelike. The course 20 may include one or more pieces of exercise equipment24A-24D. In various implementations, the pieces of exercise equipment24A-24D may be positioned relatively close to one another (e.g. severalfeet apart), or they may be spaced apart at different locations. In theexample shown in FIG. 1, station 20 includes a stationary exercise bike24A, a weightlifting machine 24B, treadmill 24C, and pullup bars 24D.One or more of the exercise devices 24A-24D may be configured tocommunicate wirelessly with a smartphone 36A, 36B of users/participants28A, 28B, respectively. Participants 28A, 28B, etc. may be prompted toaccomplish a physiological self-regulation challenge as part of thecourse 20, and/or for each device 24A-24D. For example, the participants28A, 28B may be required to accomplish one or more physiologicalself-regulation goals/challenges prior to engaging in a physicalactivity that utilizes one or more of the pieces of exercise equipment24A-24D. Biofeedback devices such as headsets 32A, 32B may be worn byparticipants 28A-28B. The headsets 32A, 32B monitor physiologicalsignals such as brain waves, heartrate, and body temperature. Theheadsets 32A, 32B may be configured to wirelessly communicate withmobile communication devices such as smartphones 36A, 36B, tablets,computers, wearable technology, or additional fitness tracking devices.It will be understood that virtually any suitable device may be utilizedin connection with the present disclosure, and use of a headset and asmartphone are merely examples of suitable devices. The performance ofphysiological self-regulation may be monitored by various forms ofwearable technology or fitness trackers, such as the headsets 32A, 32B.Headsets 32A, 32B may comprise a MUSE headband available from InteraXon,Inc. of Ontario Canada. The headsets 32A, 32B may derive signalsrepresenting psychophysiological functions from electroencephalographic(EEG) signals, and derives brain state values representing cognitiveengagement.

The brainwave monitoring functionality can be used to encourage a brainstate conducive to physical activity, learning or other task. Asdiscussed in more detail below, one or more smartphones 36A, 36B may beconfigured (e.g. programmed) to process physiological data received fromheadsets 32A, 32B and/or other devices, and to display instructions andother information on the display screens of the smartphones 36A, 36B.Software (e.g. an “App”) may be installed on smartphones 36A, 36B tothereby configure the smartphones 36A, 36B to provide data processing,user instructions, etc. to one or more participants/users traversing aparcourse or the like.

In some implementations, participants 28A, 28B may be required toachieve a physiological goal (i.e. meet the requirements of a challenge)prior to performing a series of exercises associated with each piece ofequipment 24A-24D. If the user achieves the physiological goalassociated with a piece of equipment (e.g. stationary bike 24A), theuser is rewarded with, for example, information concerning the exercisesto be performed on the stationary bike 24A. If the pieces of exerciseequipment are spaced-apart, the information (reward) may includeinformation concerning the location of the next piece of exerciseequipment. The physiological goals associated with each piece ofexercise equipment 24A-24D may be the same or different. Participants28A, 28B may be required to perform specific exercises for each piece ofequipment 24A-24D in order to successfully complete the game(parcourse). Thus, in this scenario, participants must “unlock”information concerning the exercises to be performed in order to knowhow to perform/complete the specific exercises for each piece ofequipment 24A-24D. If the exercise equipment 24A-24D is configured tocommunicate with smartphones 36A, 36B, the exercise equipment may beconfigured to require receiving a signal from a smartphone 36A, 36Bindicating that a user has successfully achieved a physiological goalbefore the equipment can be “unlocked” to permit operation.

The exercise equipment may also be configured to monitor theparticipant's exercise activity and communicate with smartphones 36A,36B, etc. A user may be required to achieve a specific exercise goal ateach piece of exercise equipment in order to receive information onsmartphone 36A, 36B, etc. concerning, for example, the location of thenext piece of exercise equipment 24A-24D, or information concerning thephysiological goal associated with the next piece of exercise equipment24A-24D. Thus, participants may be required to achieve bothphysiological goals and exercise goals for each piece of exerciseequipment 24A-24D in order to advance and complete the course 20.

Additionally or alternatively, in some embodiments the smartphones36A-36B, etc. may also be configured to utilize location as arequirement. For example, if the pieces of exercise equipment 24A-24Dare spaced-apart at different predefined locations, the smartphones 36A,36B, etc. may be configured (e.g., programmed) to utilize GPScoordinates and require that participants 28A, 28B etc. be at thecorrect predefined location for a specific piece of exercise equipment24A-24D before the participant 28A, 28B, etc. is provided withinformation concerning the physiological goal and/or exercise goalassociated with a specific piece of exercise equipment.

In some embodiments, the headsets 32A, 32B, etc. and/or other devices(heartrate monitor, etc.) may additionally or alternatively beconfigured to monitor a user's physiological state and provide feedbackvia smartphones 36A, 36B, etc. while a user is exercising at a piece ofexercise equipment 24A-24D. Thus, physiological goals and exercise goalsmay be combined and a user may be required to meet both goals in orderto receive a “reward” (e.g. information concerning the location of thenext piece of exercise equipment, or rest period) in order to advancethrough the course 20. For example, a user may be required to achieve aspecific distance on treadmill 24C within a time limit, while alsoachieving a predefined physiological goal related to a physiologicalstate that is measured by headset 32A, 32B, etc. while the participantis running on the treadmill. As discussed in more detail below inconnection with FIG. 7, if a participant 28A, 28B, etc. is unable toachieve a physiological (biofeedback) goal and/or a physical exercisegoal associated with a specific piece of exercise equipment 24A-24D, thelevel of difficulty of the physiological and/or physical goals may bereduced.

Individual participants 28A, 28B, etc. may be tested/evaluated prior toparticipating in course 20, and the physiological and/or exercise goals,may be tailored to the individual capabilities of each participant 28A,28B. In this way, the requirements for course 20 can be adjusted toprovide specific requirements for each participant to focus on specificphysiological and/or physical limitations/abilities that are to beimproved for a specific participant 28A, 28B etc.

Still further, data collected during the course 20 can be utilized todetermine an individual's physical and/or physiological strengths andweaknesses, and to adjust the physiological and/or physical requirements(goals) for a specific user based on the determined strengths and/orweaknesses. For instance, the goals for a specific participant 28A, 28B,etc. may be adjusted to be different during a subsequent use of course20. For example, if data concerning a specific participant collectedduring the participant's use of course 20 indicates that specificphysiological states are associated with increased exercise performancefor specific types of exercise, the physiological goals may be adjustedfor a specific participant to require a user to achieve a physiologicalgoal in connection with a specific piece of exercise equipment 24A-24Dto thereby train a participant to achieve a specific physiological statethat optimizes physical performance for a specific type of exercise fora particular participant.

In some embodiments, course 20 may optionally include stations (notshown) for which participants are required to perform mental tasks (e.g.solve problems, learn, etc.) along with (or instead of) physicalexercise. For example, smartphones 36A, 36B, etc. may be configured torequire participants to learn about a particular topic and successfullyanswer questions about the topic or to solve a puzzle, when aparticipant is at a piece of exercise equipment 24A-24D (or at apredefined location between pieces of exercise equipment 24A-24D),before a physiological goal for the location is deemed to be completed.

In some implementations, participants 28A, 28B, etc. may be required tosuccessfully achieve a physiological goal associated with each mentaltask while a user is at a specific predefined location (e.g. GPScoordinates) before the smartphone 36A, 36B will provide the participantwith access to the mental task. Furthermore, the physiological state ofthe participant may be monitored while the participant is completing themental task. This data may be compared to an additional (or alternative)physiological goal that must be achieved. This data may also be utilizedto determine if particular physiological states are conducive to problemsolving, learning, etc. for a particular participant, and the specificphysiological goals associated with specific mental tasks for a specificparticipant may be adjusted for future use of course 20 by a specificparticipant 28A, 28B, etc.

Referring to FIG. 2, biofeedback to a user via a smartphone 36 or otherdevice may also be utilized in an escape room problem solving game.Smartphones 36A, 36B of users 28A, 28B, respectively, may be configured(e.g., programmed) to receive physiological data from headsets 32A, 32B,respectively, and to provide instructions and/or other information tothe participants 28A, 28B concerning the escape room game. In thisexample, escape room 40 includes one or more clues 44A-44F thatparticipants 28A-28B must use in order to advance to the next stage ofthe problem-solving game or to escape the room 40 prior to theexpiration of a time limit. Physiological self-regulation in combinationwith problem solving and/or strategy games creates an additionalchallenge that may be customizable to the individual participants28A-28B. For example, a first participant 28A may have a first profilethat is accessed from a smartphone 36 during the escape room problemsolving game that has stored previous aptitudes for physiologicalself-regulation. A second user 28B may use a second smartphone 36B andheadset 32B that has stored a second profile that is associated with asecond user 28B. By referencing the stored previous aptitudes, theescape room problem solving game can present varying levels ofdifficulty based on the ability of a particular participant to meetphysiological self-regulation challenges. The stored previous aptitudesmay be stored, for example, in a program on the mobile communicationdevice 36. These stored previous aptitudes may be accessed by variousapplications or software programs on the mobile communication device 36as a reference point for different games and/or simulations with whichthe participant 28 wishes, or is required to be engaged. The performanceof physiological self-regulation may be monitored by various forms ofwearable technology or fitness trackers, such as the headset 32.

Users/participants 28A, 28B, etc. may be required to meet a predefinedphysiological goal associated with each location/clue 44A-44F beforethey are provided with a reward. The reward may comprise informationprovided by smartphones 36A, 36B, etc. (or other suitable device inescape room 40) that enables a user/participant 28A, 28B etc. to advanceto the next clue/location 44A-44F. For example, one or more ofclues/location 44B-44D may comprise an electronic display screen thatprovides a user/participant 28A, 28B etc. relevant information or hintsif the physiological goal for a specific clue/location 44A-44F isachieved. Additionally or alternatively, the reward may provideparticipants additional tools, access, or other advantage in thelocations. For instance, one or more of the clues/locations 44A-44F maycomprise an item (e.g. a locked drawer 44E) that receives a wirelesssignal from a smartphone 36A, 36B etc. (or via a wireless network) tounlock the item (e.g. a drawer) to provide a user with physical accessto the contents of the clue/location 44A-44F as a reward for meeting apredefined physiological goal. According to another example, one or moreof clues/locations 44B-44D may comprise doors with electronic locks toselectively provide access to compartments 45B-45D, respectively,containing a key or other physical item that is required to advance tothe next clue/location 44A-44F. As discussed in more detail below inconnection with FIG. 7, in one or more embodiments, if auser/participant 28A, 28B etc. is initially unable to achieve aphysiological goal (biofeedback exercise), the level of difficulty ofthe goal may be lowered.

With further reference to FIG. 3, one or more embodiments of the presentdisclosure utilize headsets 32A, 32B and one or more mobilecommunication devices 36A, 36B, respectively, to provide biofeedback inconnection with orienteering (individual) or rogaining (team) games,such as geocaching. The participants 28A, 28B, etc. traverse physicalgeospatial locations 48A-48C at which are located items 50A-50D. Theparticipants 28A, 28B, etc. may be operating under additional timeconstraints as they compete against other participants to traverse thecourse or reach locations prior to fellow participants. It will beunderstood that the locations 48A-48C, etc. may be located a significantdistance from one another, such that the total course length may besignificant (e.g. 10, 20, 30 or more miles). Also, although only threelocations 48A-48C are shown in FIG. 3, the course may include four ormore locations. Furthermore, although the locations of FIG. 3 are urbanlocations, it will be understood that the locations may comprise ruralor wilderness locations/stations.

Smartphones 36A, 36B, etc. may be configured to process data fromheadsets 32A, 32B, etc., respectively, and to provide instructions andother information to the users 28A, 28B during the game. Examples ofdisplays/communications are discussed in more detail below in connectionwith FIG. 8.

At each location 48A-48C, etc., the users/participants 28A, 28B, etc.may be required to achieve a physiological goal in order to receiveinformation (or other reward). The information may comprise informationabout the item(s) 50A-50D at a location 48A-48C, and/or information thatenables a user/participant 28A, 28B, etc. to find the next location48A-48C. The smartphones 36A, 36B may be configured to determine/trackthe locations of each user/participant 28A, 28B, etc. (e.g. utilizingGPS), and the smartphones 36A, 36B etc. may be configured to require auser/participant 28A, 28B etc. to be at a specific predefined location48A-48C, etc. at the time the predefined physiological goal is achievedin order to receive the information or other reward.

According to another aspect of the present disclosure (FIG. 4), one ormore users/participants 28 tour a facility such as a museum 52 wearing aheadset 32 to monitor physiological signals. The museum 52 includesstations 54A-54D having exhibits 60A-60D, respectively, and signs56A-56D, respectively. The physiological states are communicated to amobile communication device (e.g. smartphone 36) as the participantstraverse the museum 52. The headset 32 and mobile communication device36 may be configured to provide a self-guided tour. As the participants28 reach the various stations 54A-54D, they may encounter signs 56A-56D,respectively that provide location information for navigation within anapplication (“App”) provided on the smartphone 36. Signs 56A-56D mayalso provide information about the type of biofeedback/physiologicalself-regulation challenge (goal) that must be completed to unlockinformation about each station 54A-54D, respectively. If a participantachieves a physiological self-regulation challenge/goal for a particularstation, the smartphone 36 provides the participant 28 with a rewardsuch as information concerning the exhibit for that station. If aphysiological goal is achieved, users/participants may be provided withother rewards such as tokens or points (stored on smartphones 36A, 36B,etc.) that can be used, for example, to purchase a souvenir uponcompletion of the tour. This type of a reward may be provided as analternative to information, or in connection with information.

Example text and information that may be displayed on a smartphone 36 orother portable device in connection with a tour of museum 52 (FIG. 4),in one or more implementations, are shown in FIG. 8. Specifically, amessage 76A “Whenever you go to a new location, you will need to getready to learn by using the brainwave headset” may be displayed. Amessage 76B “When you get there, you'll see a screen similar to thepicture on the right. To start using the brainwave headset, first turnit on and then tap the icon” may then be displayed. This may be followedby a message 76C “To unlock new information about Langley's history,you'll need to be focused on getting ready to learn,” and a message 76D“The disc will open and close to match your level of focus. Your goal isto open it all the way up!” A message 76E “You will have about a minuteto open it. When you do, you'll take a cool picture with the power ofyour brain” will then be displayed, followed by a message 76F “Thisshould be easy at first but will get a bit harder each time. By the endof the journey, you'll be able to get yourself ready to learn anything,anytime!”

In some embodiments, the app utilized by smartphone 36 during the tourof FIG. 4 (or other activity) may be configured to provide a videogamethat is played by the participants. The video game includes an in-gamecharacter that interacts with the participant 28 during the tour. As anexample, the in-game character may be a character in another dimensionand the participant 28 is challenged with assisting the character inachieving a game goal by producing a specified physiological signalhaving a target value, level, pattern, or timing characteristic.Simultaneous to or following the production of the specifiedphysiological signal, the participant 28 navigates to various stations54A-54D or various geospatial locations to progress through the in-gamefictional story.

In some embodiments, the app may be configured to provide an augmentedreality by depicting in-game character(s) and/or object(s) integratedwith real-time video captured from a camera on the smartphone 36.Additionally or alternatively, an augmented reality may be provided bydisplaying in-game character(s) and/or object(s) via a transparenthead-mounted display (e.g., eyeglass display). In some implementations,one or more in-game character(s) and/or object(s) may be displayed inresponse to the user satisfying a physiological goal defined for thelocation and/or activity. Additionally or alternatively, in someimplementations, one or more displayed in-game character(s) and/orobject(s) may provide physiological challenge(s) to the user. As anillustrative example, upon arriving in a designated location, thesmartphone app may depict a magical animal in an augmented realitydisplay. The user may be prompted to battle the magical animal using aweapon or character controlled at least in part by a particularphysiological response. The magical animal may be defeated by the userwhen the requisite physiological response is exhibited by the user. Inresponse to detecting the requisite physiological response, a reward maybe provided to the user via the smartphone app (e.g., information, newin-game ability, new in-game mission, etc.).

In a further embodiment, where group-play is employed (e.g. FIG. 3),teams of participants 28 strive to best opposing teams in completing anadventure in an actual geospatial environment using navigational skillsand the mobile communication device (e.g., smartphone 36) to navigatefrom location to location. As an illustrative example, the geospatialenvironment may comprise a wilderness area such as a National Park, anurban area, or other suitable environment. The environment may beconfigured to be similar to a parcourse in that a path or course isequipped with stations distributed along its length. Each participant 28is required to exercise self-regulation of physiological signalsmonitored by their mobile communication device 36 via the headset 32, aheartrate monitor 64 (FIG. 5), or another physiological monitoringdevice, for example to achieve a game or simulation goal. Physiologicalself-regulation skill metrics may be based upon, for example, comparingphysiological scores, standardizing scoring metrics based on anindividual's baseline responses, a benchmark target or benchmarknormative value.

As another illustrative example, some embodiments may be configured toprovide biofeedback in connection with geospatial games such as golfing.Referring again to FIG. 3, for instance, headsets (e.g., 32A, 32B) andone or more mobile communication devices (e.g., 36A, 36B) may beutilized to provide biofeedback based on physiological responses ofplayers during gameplay. As participants (e.g., 28A, 28B) traversevarious physical geospatial locations on the course (e.g., tees, holes,sand traps, etc.), physiological responses exhibited by players may bemeasured and used to enhance gameplay (e.g., via one or morephysiological challenges). For instance, smartphones 36A, 36B, etc. maybe configured to process physiological data from headsets 32A, 32B,etc., respectively, and to provide instructions and other information tothe users 28A, 28B during the game. Examples of displays/communicationsare discussed in more detail below in connection with FIG. 8. At eachlocation 48A-48C, etc., the users/participants 28A, 28B, etc. may berequired to achieve a physiological goal in order to receive a reward.The smartphones 36A, 36B may be configured to determine/track thelocations of each user/participant 28A, 28B, etc. (e.g. utilizing GPS),and the smartphones 36A, 36B etc. may be configured to require auser/participant 28A, 28B etc. to complete a particular physiologicalgoal at a specific predefined location before a particular reward isprovided. In some implementations, the reward may comprise informationabout the golf hole(s) at a location such as pitch, distance to green,current wind speed, etc. Additionally or alternatively, reward maycomprise an advantage to the player in the game. For example, such anadvantage may include a do-over (i.e., mulligan) or choice to tee offfrom an amateur tee that is closer to the green. As another example, theadvantage may include a disadvantage (e.g., restriction on the choice ofclub) that may be given out to one or more other players for one or moreholes.

According to some aspects of the present disclosure, a participant 28may be required to self-regulate their own physiological signals inorder to achieve a game or simulation goal. Alternatively, a teammatemay be required to self-regulate their physiological signals to achievea game or simulation goal for the participant 28 (i.e., a participant'sprogress may depend upon a second participant's ability toself-regulate). In another alternative, an opponent participant 28 maybe required to self-regulate their physiological signals to interferewith a game or simulation goal sought by the participant 28. It iscontemplated that the game or simulation may include any of thesevariations individually or in combination.

Referring to FIG. 5, the mobile communication device 36 (see alsoFIG. 1) can communicate with the headset 32 as well as various otherbiofeedback technologies, such as a heartrate monitor 64. Thecommunication between the mobile communication device 36 and the headset32 or the heartrate monitor 64 can be either wired or wireless. Themobile communication device 36 can be configured (e.g., programmed) toprovide various interactive displays 68A-68C on a touchscreen 68. Device36 may also include user inputs such as buttons 72. Device 36 may beconfigured to provide a biofeedback display 76 that provides theparticipant 28 (FIG. 1) with feedback concerning their achievement of aphysiological self-regulation goal. The information provided by thebiofeedback display 76 may be utilized as a form of positive or negativefeedback to the participant 28 regarding their achievement of aphysiological self-regulation goal. For example, positive feedbackprovided by the biofeedback display 76 may include providing theparticipant 28 with health achievements (steps, calories, etc.), maps,comparative biofeedback to participants 28 within a network for a givencourse, historical content, riddles, puzzles, clues 44, and the like toreward achievement of the participant's 28 physiological self-regulationgoal. Negative feedback provided by the biofeedback display 76 mayinclude withholding from the participant 28 health achievements (steps,calories, etc.), maps, comparative biofeedback to participants 28 withina network for a given course, historical content, riddles, puzzles,clues 44, and the like to motivate striving for the participant's 28physiological self-regulation goal.

Various embodiments of the present disclosure may employ integrated EEGsignal and heartrate (cardio tachometer) signal monitoring. Furtherembodiments may employ brainwave signal monitoring, specifically an“engagement index” derived from brainwave signals. The engagement indexhas been defined previously (see Pope, A. T., Bogart, E. H., andBartolome, D. S. (1995). Biocybernetic System Validates Index ofOperator Engagement in Automated Task. Biological Psychology, 40,187-195.) Other physiological signals that may be used include, but arenot limited to, skin conductance signals, skin temperature signals, andrespiration signals.

A noise-reducing enhancement may be desired for obtaining the electricalsignal associated with monitoring heartrate. The heartrate signal may bederived, for example, using a photoplethysmograph sensor orelectrocardiogram electrodes. One convenient method for obtaining theelectrocardiogram heart signal is the use of chest band electrodes (notshown) in combination with a wireless transmitter (e.g., Polar Model T31from Polar Electro USA). This technology minimizes movement artifact(electrical noise) and enables the present disclosure to be usedconveniently with various mobile communication devices. An additionalmethod for obtaining heartrate data from a participant 28 includesutilizing image analysis capabilities to sense slight changes in skincolor (blushing) or temperature which occurs with each heartbeat.Monitoring heartrate with image analysis capabilities allows forunobtrusive (i.e., no sensors attached to subject) monitoring of theheartrate of a participant 28.

One or more embodiments of the present disclosure may additionally oralternatively employ facial expression recognition as a technology forinferring the physiological state of a participant 28. Facial expressionrecognition embodiments exploit the capability of a more advanced formof image analysis that interprets and/or resolves facial expression.Cameras (not shown) may be positioned at one or more locations of acourse/path (e.g. FIGS. 1-4), and the cameras may be configured tocommunicate images of a user's face to a user's smartphone 36. Thecamera of the smartphone 36 may also be utilized to generate facialimages that are processed by smartphone 36. In other embodiments,modulation between the functioning of gesture recognition and bodymovement recognition technologies may be utilized to derive thephysiological state of the participant 28 based upon characteristics ofphysiological and/or body movement signals acquired by image acquisitionand image analysis hardware/software.

With reference to FIG. 6, mobile communication device 36 may beconfigured to interact with a headset 32 to provide a biofeedbackdisplay 76 that can be used in connection with an activity such as atour of a facility (e.g. FIG. 4) following a sequence of instructions(e.g. FIG. 8). In the depicted example, a first ring 80 represents aphysiological self-regulation goal. An inner second ring 84 representsthe progress of the participant 28 (FIG. 1) toward the physiologicalself-regulation goal. A diameter of the second ring 84 may expand as auser comes closer to reaching a physiological self-regulation goal, andcontract if a user's state becomes further from a physiologicalself-regulation goal. Once the diameter of the second ring 84 reachesthe diameter of the first ring 80, a “portal” may open on the mobilecommunication device 36, taking a picture of an item at the currentlocation and also revealing information and artifacts about a particularhistorical event, activity, or person associated with the currentgeospatial location in the facility course. The information may bepresented in the form of text, photographs, videos, or other media. Insome embodiments, the display of FIG. 6 may be utilized in connectionwith any of the tours/games/activities of FIGS. 1-5 and 7-9 to providebiofeedback to users/participants.

According to one example, the portal may enable communication with anin-app character 90 (FIG. 9) “living” in the future (e.g., 100 years inthe future) once the portal has been opened by meeting the physiologicalself-regulation goal. As the participant 28 traverses the course, theonscreen character 90 may be presented as a child from 100 years in thefuture who's interested in learning the subject matter the participant28 is currently learning (e.g., history about a building celebrating acentennial) in preparation for a visit to the same building as thebuilding celebrates a bicentennial commemoration. The onscreen character90 may possess a “fashion accessory” that is, for example, an advancedbrainwave headset that connects with the participant's 28 headset 32(FIG. 1).

The onscreen character 90 may engage with the participant 28 in the formof questions, comments, reminders to pick up artifacts, etc. as shown bythe displays 76G-76L. More specifically, display 76G may comprise amessage “Wow, I've never seen that kind of brain-enabled learningtechnology before! What kind is it? . . . But they haven't made thosefor decades! How did you get one?” Display 76H may comprise a message“What do you mean, ‘this is brand new technology’? It's a 2117 and thathasn't been made since . . . oh wait, so you're from the past?” Message761 may state “Maybe you can make your own time capsule with the thingsyou find too! Wouldn't that be cool? Maybe you can start with thosediagrams of the variable density tunnel.” Display 76J may include themessage “Artifact Found! Diagrams for the variable density wind tunnel”and schematic images 92A of a wind tunnel. Display 76K may comprise amessage “This tunnel was revolutionary in that it was the first toaccount for atmospheric inaccuracies resulting from the difference inscale between models and real-world conditions. Its impact was sosignificant that NASA Langley was immediately seen as a leader inaerospace research,” and a photographic image 92B of a wind tunnel. Thedisplay 76L may comprise a message “I guess we've reached the end of ourjourney together—we're all caught up on Langley's history! I can't waitfor my field trip now. The journey back to Earth from here doesn't takelong, I've visited there before with my family. I'm excited to go withmy friends from school. The Bicentennial Celebration is going to be fun!This has been so inspiring. I definitely want to contribute to theresearch at NASA when I grow up!” It will be understood that thedisplays 76G-76L of FIG. 9 are merely an example of an implementation ofthe present disclosure.

The onscreen character 90 may become increasingly helpful to orinteractive with the participant 28 as the participant 28 traverses thecourse (e.g., provide more information, more detailed information,hints, etc.). The onscreen character/traveling companion 90 may notappear to the participant 28 at first, rather the onscreen character 90may only text the participant 28 onscreen. Next, the onscreen character90 may appear as a 2-dimensional (2D) black and white character (notshown) while texting with the participant 28. Then the onscreencharacter 90 may appear as a 2D color character and communicate verballythrough audio capabilities of the mobile communication device 36. Theonscreen character 90 may then appear as a hologram in full color (notshown) and continue to communicate verbally. The onscreen character 90may eventually be revealed to be a Mars colonist child. The mobilecommunication device 36 display (FIG. 6) may alternate between theonscreen character 90 and the biofeedback display 76 as theuser/participant 28 traverses the course (FIG. 4), and the onscreencharacter 90 may voice encouraging messages while the user/participantis trying to achieve the physiological goal with the biofeedbackdisplay. The course (FIG. 4) may be provided with a 3-D printer (notshown) near the end of the course. As the participant 28 nears the endof the course, the onscreen character 90 may instruct the participant 28to send 3-D printed models of the participant's artifact selections to atime capsule and miniature versions of the participant's artifactselections to a 3D printer referred to by the character as “a primitiveadditive manufacturing device.” A virtual in-game time capsule cansubsequently be created and shared via a social media applicationinstalled on the mobile communication device 36. Accordingly,participants 28 may publish their artifact selections for otherparticipants to view.

Users/participants may be required to achieve a physiological goal whilethe user/participant is at a predefined location in order to causeonscreen character 90 to provide information, in order to earn pointsthat can be used to print an object using the 3D printer, and/or receiveanother reward.

A method 100 (FIG. 7) may be utilized to implement the activities ofFIGS. 1-4 and/or other activities/games. Method 100 may begin with astep 104 which includes starting an application 68. Application 68 maybe started by, for example, touching an interactive display 68A, 68B,etc. (FIG. 5) of a touch screen of a smartphone 36. Application 68typically comprises software that has been installed on a smartphone 36or other suitable device. During start 104 (or later in process 100),the application 68 of device 36 may prompt the participant to enterinformation concerning the participant, and the application 68 may thendetermine an initial physiological goal based on the user's inputs.Examples of physiological goals to be achieved include a predefinedlevel of an engagement index (e.g. Pope, et al. 1995), a predefinedheart rate, and a predefined respiration rate and/or a predefineddifference of these physiological measures relative to measuredbaselines of a participant. The application 68 may suggest one or moregoals, and prompt the applicant to select a goal. Also, the application68 may display instructions and/or other information concerning thecourse, the stations/challenges that will be encountered along thecourse, etc. Once the application 68 has been started, the mobilecommunication device 36 is paired with a device (e.g. headset 32) formeasuring a user's physiological state at step 108. Once the headset 32has been paired to the mobile communication device 36, the headset 32begins monitoring the physiological state of a user/participant at step112. Headset 32 may continuously or periodically transmit dataconcerning the physiological state to device 36.

Method 100 then advances to step 116 and the participant 28 is promptedto go to the next station of the course. The participant 28 arrives atthe next station at step 120. Once the participant arrives at the nextstation, the participant engages in a biofeedback exercise or challengeat step 124. The biofeedback exercise may begin with a baselining periodduring which the participant's engagement index or heart rate orrespiration rate or other physiological parameter is monitored and abaseline measure of the parameter is calculated. This measure or somefraction or multiple of it may be substituted for the previousphysiological goal for the participant. In some embodiments, thedetermination of physiological goals to be used for each location may bebased in-part on the determined baseline for the user. Additionally oralternatively, the determination of the physiological goals may be basedupon, for example, comparison with physiological measure of others, abenchmark target or benchmark normative value.

At step 128 the participant 28 is provided feedback regarding thephysiological goal. Step 132 determines whether or not the participant28 achieved the physiological goal. If the physiological goal was notachieved by the participant 28, then method 100 advances to step 144where the application determines if fewer than a pre-determined numberof attempts, II, have been made. If fewer than n number of attempts hasbeen made to accomplish the biofeedback exercise, then the participant28 is provided another opportunity to complete the biofeedback exerciseat the same difficulty level at step 124. However, if greater than nnumber of attempts has been made to accomplish the biofeedback exerciseat step 144, method 100 advances to step 148, and the level ofdifficulty of completing the biofeedback exercise is lowered to increasethe likelihood that the participant 28 completes the biofeedbackexercise. After lowering the level of difficulty at step 148, method 100returns to step 124. If the physiological goal was achieved by theparticipant 28 at step 132, the method 100 advances to step 134, and theparticipant is provided access to engage in an activity/exercise.

The exercise/task may comprise a physical activity (e.g. stations24A-24D; FIG. 1), or a “clue” activity 44A-44F (FIG. 2) if the coursecomprises an escape room activity. The activity/exercise of step 134may, alternatively, viewing an item 50A-50D (FIG. 3) at locations48A-48C. Alternatively, if the course comprises a tour of a museum orsimilar facility, the activity/exercise may comprise viewing an item56A-56C at a course 54A-54D (FIG. 4). Still further, the stations ofsteps 116 and 120 may comprise locations in an actual geospatialenvironment of an adventure in, for example, a wilderness area. At step136 of method 100, the application 68 determines whether or not theparticipant 28 has reached the final station in the course. If theparticipant 28 has reached the final course 20, the method 100 isterminated at step 140. If the participant 28 has not reached the finalcourse 20, then the method 100 returns to step 116 and progressesthrough the method 100 as shown in FIG. 7 until the participant 28completes the course.

The components utilized in the present disclosure include, but are notlimited to, the mobile communication device 36 (e.g., smartphone,tablet, computer, etc.), a physiological signal processing routine forthe mobile communication device 36 (e.g., heartrate monitor,electroencephalographic (EEG) signal acquisition technology, etc.), abiofeedback display 76 and/or implicit brain-computer interface, globalpositioning system (GPS) functionality for the mobile communicationdevice 36, mobile computing capabilities, for example, within the mobilecommunication device 36 that integrate the above components into anorienteering-type/adventure fantasy game or simulation

Methods that incorporate the concepts disclosed herein may include thefollowing steps in any order and with steps added or removed from thesequence:

-   -   monitoring a physiological signal or signals from a participant        28;    -   monitoring a geospatial location of a participant 28 as the        participant 28 traverses a course;    -   arriving at a particular geospatial location or station;    -   presenting participant 28 with a physiological self-regulation        challenge; and    -   monitoring the participant's 28 physiological state with the        physiological processing routine on the mobile communication        device 36.

The physiological self-regulation challenge may include one or more ofthe following tasks:

-   -   producing a specified physiological signal having a target        value, level, pattern and/or timing characteristics;    -   constructing a physiological monitoring device, such as the        headset 32, using modular components and instruction from an        in-game character;    -   utilizing the constructed physiological monitoring device to        produce a specified physiological signal having a target value,        level, pattern or timing characteristics;    -   producing or meeting the specified physiological signal/goal        target characteristics; and    -   unlocking content/information on the mobile communication device        36.

The content/information that is unlocked by meeting the specifiedphysiological goal/target characteristics may be content related to aparticular subject, information about the next geospatial location tovisit, and/or other sought after information. The participant 28 maycontinue to traverse the physiological self-regulation course until anoverall objective is met, which may be the accumulation of a score,arrival at the course end, or other goal.

An exemplary embodiment of the present disclosure would function asfollows:

-   -   a participant 28 traverses a prescribed course within a building        (e.g., museum) to learn about the history of the building, an        organization, or subject matter that is of interest to visitors        of the building;    -   the mobile communication device 36 monitors the participant's 28        geospatial location;    -   the participant's 28 brainwave activity is monitored and        communicated to the mobile communication device 36 using a        headset 32 equipped with EEG signal acquisition technology;    -   upon arrival at a prescribed geospatial location of the course        that is associated with a particular historical event, activity,        or person, the participant 28 is presented with a physiological        self-regulation challenge, for example, producing brain state        values representing cognitive engagement;    -   the brain state values are registered by the headset 32 and        communicated to the mobile communication device 36;    -   as the participant 28 endeavors to produce a target brain state,        the biofeedback display 76 provides a measure of progress toward        the target brain state to the participant 28 (e.g., diameter of        an annular ring on the mobile communication device 36 fluctuates        with the progress toward and/or away from the target brain        state);    -   once the target brain state has been met, the biofeedback        display 76 allows access to the information available at the        given location;    -   as the participant 28 advances through the course, the        information provided via the biofeedback display 76 becomes more        detailed, more interactive, and/or more engaging;    -   the participant 28 continues traversing the course continues to        perform the self-regulation exercises to receive information        that is educational;    -   while traversing the course, the participant 28 may collect        “artifacts” along the way that pertain to historical events,        activities, and/or persons associated with the each geospatial        location (e.g., in the form of text, photographs, videos, or        other media); and    -   at the end of the course the participant 28 may choose to place        a number of the collected artifacts in both an in-game virtual        time capsule and a real-time physical time capsule.

In addition to enhancing entertainment value by making orienteering-typegames and simulations more challenging, physiological self-regulationpractice and performance also has advantages for encouraginghealth-enhancing physiological self-regulation skills. Physiologicalself-regulation is also beneficial for therapeutic amplification ofhealthful physiological characteristics. The present disclosure blendsphysiological self-regulation into popular geocaching and/ororienteering-type games and simulations in such a way that theentertainment value of the games is enhanced. Additionally, thephysiological self-regulation exercises offer benefits to theparticipant 28 in other contexts. For example, if the challenge involvesthe self-regulation of a mental state associated with being prepared tolearn new information, then a participant 28 who becomes proficient atthe self-regulation challenges would be better able to preparethemselves to take in new information in other settings (e.g.,classroom, on-the-job, etc.).

The present disclosure requires participants 28 to self-regulatephysiological signals to overcome challenges presented in games and/orsimulations. Acquisition of self-regulation skill by the participant 28requires that the participant 28 undergo physiological self-regulationtraining (mastery of anxiety and/or inattention states).

In order to perform the self-regulation training, the participant may berequired to construct one or more items such as the hardware and/orsoftware necessary to complete the training, to thereby provide aconstructionism educational experience. The cycle of construct, train,and perform may repeat throughout the game or simulation experience, forexample, employing various physiological modalities and theircorresponding instrumentation construction requirements. Construction ofsoftware components or programs within the tasks of the games orsimulations may be accomplished, for example, with various knownsoftware development kits.

With respect to constructing the hardware, the participant 28 may beprovided with several pieces of a physiological monitoring device andinstructions from the onscreen character displayed by device 36 forassembling the physiological monitoring device. The constructedphysiological monitoring device can then connect with the mobilecommunication device 36 in a wired or wireless fashion to enable theparticipant 28 to complete a physiological self-regulation challenge.

It has been suggested that constructivist learning happens especiallywell when people are engaged in constructing an item that is external tothemselves (e.g. a sand castle, a machine, a computer program or abook). Such constructionism educational experiences are effective infostering engagement in the learning process. Important aspects oflearning (comprehension and retention) are facilitated by certain statesof physiological arousal (e.g., excitement, challenge) and hindered byothers (e.g., anxiety, inattention, boredom). While constructionismeducational experiences provide the components of excitement andchallenge, physiological self-regulation training supports learningthrough participant 28 mastery of anxiety and/or inattention states. Thepresent disclosure integrates these experiences within the context ofgameplay.

It is to be understood that variations and modifications can be made onthe aforementioned structure without departing from the concepts of thepresent invention, and further it is to be understood that such conceptsare intended to be covered by the following claims unless these claimsby their language expressly state otherwise.

What is claimed is:
 1. A method of improving physiologicalself-regulation skills of a participant, the method comprising:providing a series of physiological self-regulation challenges for theparticipant, with each of the physiological self-regulation challengesseparate but related to a respective one of a series of predefinedactivities for the participant, with the predefined activities each at arespective predefined spaced-apart location and related to a respectiveone of the physiological self-regulation skills; determining respectivephysiological self-regulation goals for the self-regulation challenges,wherein the physiological self-regulation goals comprise achieving byself-regulation a respective target brain state conducive to learning orproblem solving, and wherein the target brain states are selected forenhanced performing of the respective predefined activities; determininga location of the participant; and determining the location of theparticipant is one of the predefined spaced apart locations, determiningthe predefined activity corresponding to the predefined location anddetermining the respective self-regulation challenge for the determinedone of the predefined activities; utilizing a sensing device to measurea physiological brain state of the participant while the participant isat the predefined location prior to the participant participating in thepredefined activity, wherein the sensing device is configured to measurebrain state values representing cognitive engagement; comparing themeasured physiological brain state of the participant to the targetbrain state of the self-regulation physiological goal for the determinedself-regulation challenge; causing a mobile communication device tocommunicate to the participant whether or not the participant hasachieved the physiological self-regulation goal for the determinedself-regulation challenge; and based upon a determination that theparticipant achieves the physiological self-regulation goal, providingthe participant with a predefined reward that includes requiredinformation or required access for performing the predefined activity atthe predefined location, location information for a next one of thepredefined locations, or both, wherein the participant benefits fromimprovement in the physiological self-regulation skills and improvementin the ability to complete the predefined activities as the participantadvances through the physiological self-regulation challenges and thepredefined activities at the predefined spaced-apart locations.
 2. Themethod of claim 1, wherein: the reward further comprises actuation of adevice at the predefined location.
 3. The method of claim 1, including:adjusting the physiological goal for the self-regulation challenge ifthe participant does not achieve the physiological goal for thechallenge.
 4. The method of claim 3, wherein: adjusting thephysiological goal for the challenge includes reducing a level ofdifficulty of the physiological goal.
 5. The method of claim 4, wherein:the level of difficulty of the physiological goal is only reduced if theparticipant has attempted to achieve the physiological goal for thechallenge at least a predefined number of times.
 6. The method of claim3, including: prompting the participant to repeat the challenge if theparticipant does not achieve the physiological goal for the challenge.7. The method of claim 5, including: causing the mobile communicationdevice to display information indicating how close the participant is tothe physiological goal for the challenge and that the participant did ordid not achieve the physiological goal.
 8. The method of claim 1,wherein: the predefined reward comprises educational material.
 9. Themethod of claim 1, wherein: the participant comprises one member of agroup of participants, wherein a plurality of groups of participants arerequired to navigate to a plurality of the predefined locations, whereinthe plurality of the predefined locations are spaced-apart along acourse.
 10. The method of claim 1, wherein: the sensing device furthercomprises at least one of an electroencephalography (EEG) device and aheart rate monitor; and wherein the physiological goal further comprisesat least one of an EEG signal in which a predefined engagement index isabove a predefined level, a heart rate below a predefined rate and apredefined difference of these physiological measures from aparticipant's baseline measures of them.
 11. The method of claim 1,wherein: the sensing device further comprises a facial recognitiondevice that resolves facial expressions of a participant; and wherein atleast one of the physiological goals further comprises a facialexpression in which facial features indicate cognitive engagement. 12.The method of claim 1, wherein: the predefined activities furthercomprise physical activities and viewing items disposed at eachpredefined location.
 13. The method of claim 2, wherein: the devicefurther comprises a powered lock and the reward includes unlocking thelock to allow the participant access to a space containing a clue of anescape room game.
 14. A method of improving physiologicalself-regulation skills of a participant, the method comprising:providing a series of predefined mental activities for the participantat respective predefined spaced-apart locations; providing a series ofphysiological self-regulation challenges for the participant with eachof the physiological self-regulation challenges separate but related toa respective one of the predefined mental activities at the respectivepredefined spaced-apart locations and related to a respective one of thephysiological self-regulation skills; providing the participant withinformation concerning the predefined locations and mental activities;determining respective physiological self-regulation goals for thephysiological self-regulation challenges at the predefined locations,wherein the physiological self-regulation goals comprise achieving byself-regulation a target brain state conducive to learning or problemsolving; utilizing a sensing device to measure a physiological brainstate of the participant when the participant is at each predefinedlocation prior to the participant participating in the predefined mentalactivity, wherein the sensing device is a wearable technology deviceconfigured to measure brain state values representing cognitiveengagement; comparing the measured physiological brain state of theparticipant to the target brain state of the physiological goal for thedetermined self-regulation challenge; providing feedback to theparticipant concerning the participant's measured physiological brainstate when the participant is at each predefined location; providing theparticipant with a predefined reward if the participant achieves thedetermined physiological self-regulation goal for the predefinedlocation the participant is at, wherein the predefined reward includeseducational material, wherein the participant benefits from improvementin the physiological self-regulation skills and improvement in theability to complete the predefined mental activities as the participantadvances through the physiological self-regulation challenges and thepredefined mental activities at the predefined spaced-apart locations.15. The method of claim 14, including: utilizing a display screen of aportable communication device to provide feedback to the participantconcerning the participant's physiological state.
 16. A method ofimproving physiological self-regulation skills of a participant, themethod comprising: providing a series of physiological self-regulationchallenges for the participant, with each of the physiologicalself-regulation challenges separate but related to a respective one of aseries of predefined activities at respective predefined spaced-apartlocations and related to a respective one of the physiologicalself-regulation skills; determining respective physiologicalself-regulation goals for the self-regulation challenges, wherein thephysiological self-regulation goals include achieving by self-regulationa target brain state conducive to learning or problem solving, andwherein the target brain states are selected for enhanced performing ofthe respective predefined activities; determining a location of theparticipant; and determining the location of the participant is one ofthe predefined spaced apart locations, determining the predefinedactivity corresponding to the determined location and determining therespective self-regulation challenge for the determined one of thepredefined activities; utilizing a sensing device to measure aphysiological brain state of the participant while the participant is atthe predefined location, wherein the sensing device is configured tomeasure brain state values representing cognitive engagement; comparingthe measured physiological brain state of the participant to the targetbrain state of the physiological goal for the determined self-regulationchallenge; causing a mobile communication device to communicate to theparticipant whether or not the participant has achieved thephysiological self-regulation goal for the determined self-regulationchallenge; and based upon a determination that the participant achievesthe physiological self-regulation goal, providing the participant with apredefined reward that includes required information or required accessfor performing the predefined activity at the predefined location,location information for a next one of the predefined locations, or acombination thereof, wherein the participant benefits from improvedphysiological self-regulation skills as the participant advances throughthe predefined activities at the predefined spaced-apart locations.